Bladeren bron

Documented com.jme3.shadow

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7631 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
rem..om 14 jaren geleden
bovenliggende
commit
446275775f

+ 55 - 29
engine/src/desktop-fx/com/jme3/shadow/BasicShadowRenderer.java

@@ -29,7 +29,6 @@
  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  */
-
 package com.jme3.shadow;
 
 import com.jme3.material.Material;
@@ -48,74 +47,98 @@ import com.jme3.texture.Image.Format;
 import com.jme3.texture.Texture2D;
 import com.jme3.ui.Picture;
 
+/**
+ * BasicShadowRenderer uses standard shadow mapping with one map
+ * it's useful to render shadows in a small scene, but edges might look a bit jagged.
+ * 
+ * @author Kirill Vainer
+ */
 public class BasicShadowRenderer implements SceneProcessor {
 
     private RenderManager renderManager;
     private ViewPort viewPort;
-
     private FrameBuffer shadowFB;
     private Texture2D shadowMap;
     private Camera shadowCam;
-
     private Material preshadowMat;
     private Material postshadowMat;
-
     private Picture dispPic = new Picture("Picture");
     private boolean noOccluders = false;
-
     private Vector3f[] points = new Vector3f[8];
     private Vector3f direction = new Vector3f();
 
-    public BasicShadowRenderer(AssetManager manager, int size){
-        shadowFB =  new FrameBuffer(size,size,1);
-        shadowMap = new Texture2D(size,size,Format.Depth);
+    /**
+     * Creates a BasicShadowRenderer
+     * @param manager the asset manager
+     * @param size the size of the shadow map (the map is square)
+     */
+    public BasicShadowRenderer(AssetManager manager, int size) {
+        shadowFB = new FrameBuffer(size, size, 1);
+        shadowMap = new Texture2D(size, size, Format.Depth);
         shadowFB.setDepthTexture(shadowMap);
-        shadowCam = new Camera(size,size);
-        
-        preshadowMat  = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
+        shadowCam = new Camera(size, size);
+
+        preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
         postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md");
         postshadowMat.setTexture("ShadowMap", shadowMap);
 
         dispPic.setTexture(manager, shadowMap, false);
 
-        for (int i = 0; i < points.length; i++){
+        for (int i = 0; i < points.length; i++) {
             points[i] = new Vector3f();
         }
     }
 
-    public void initialize(RenderManager rm, ViewPort vp){
+    public void initialize(RenderManager rm, ViewPort vp) {
         renderManager = rm;
         viewPort = vp;
 
         reshape(vp, vp.getCamera().getWidth(), vp.getCamera().getHeight());
     }
 
-    public boolean isInitialized(){
+    public boolean isInitialized() {
         return viewPort != null;
     }
 
+    /**
+     * returns the light direction used for this processor
+     * @return 
+     */
     public Vector3f getDirection() {
         return direction;
     }
 
+    /**
+     * sets the light direction to use to computs shadows
+     * @param direction 
+     */
     public void setDirection(Vector3f direction) {
         this.direction.set(direction).normalizeLocal();
     }
 
+    /**
+     * debug only
+     * @return 
+     */
     public Vector3f[] getPoints() {
         return points;
     }
 
-    public Camera getShadowCamera(){
+    /**
+     * debug only
+     * returns the shadow camera 
+     * @return 
+     */
+    public Camera getShadowCamera() {
         return shadowCam;
     }
 
-    public void postQueue(RenderQueue rq){
+    public void postQueue(RenderQueue rq) {
         GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
-        if (occluders.size() == 0){
+        if (occluders.size() == 0) {
             noOccluders = true;
             return;
-        }else{
+        } else {
             noOccluders = false;
         }
 
@@ -124,13 +147,13 @@ public class BasicShadowRenderer implements SceneProcessor {
         // update frustum points based on current camera
         Camera viewCam = viewPort.getCamera();
         ShadowUtil.updateFrustumPoints(viewCam,
-                                       viewCam.getFrustumNear(),
-                                       viewCam.getFrustumFar(), 
-                                       1.0f,
-                                       points);
+                viewCam.getFrustumNear(),
+                viewCam.getFrustumFar(),
+                1.0f,
+                points);
 
         Vector3f frustaCenter = new Vector3f();
-        for (Vector3f point : points){
+        for (Vector3f point : points) {
             frustaCenter.addLocal(point);
         }
         frustaCenter.multLocal(1f / 8f);
@@ -139,7 +162,7 @@ public class BasicShadowRenderer implements SceneProcessor {
         shadowCam.setProjectionMatrix(null);
         shadowCam.setParallelProjection(true);
 //        shadowCam.setFrustumPerspective(45, 1, 1, 20);
-        
+
         shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
         shadowCam.update();
         shadowCam.setLocation(frustaCenter);
@@ -154,7 +177,7 @@ public class BasicShadowRenderer implements SceneProcessor {
         renderManager.setForcedMaterial(preshadowMat);
 
         r.setFrameBuffer(shadowFB);
-        r.clearBuffers(false,true,false);
+        r.clearBuffers(false, true, false);
         viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
         r.setFrameBuffer(viewPort.getOutputFrameBuffer());
 
@@ -162,12 +185,16 @@ public class BasicShadowRenderer implements SceneProcessor {
         renderManager.setCamera(viewCam, false);
     }
 
-    public Picture getDisplayPicture(){
+    /**
+     * debug only
+     * @return 
+     */
+    public Picture getDisplayPicture() {
         return dispPic;
     }
 
-    public void postFrame(FrameBuffer out){
-        if (!noOccluders){
+    public void postFrame(FrameBuffer out) {
+        if (!noOccluders) {
             postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
             renderManager.setForcedMaterial(postshadowMat);
             viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true);
@@ -186,5 +213,4 @@ public class BasicShadowRenderer implements SceneProcessor {
         dispPic.setWidth(w / 5f);
         dispPic.setHeight(h / 5f);
     }
-
 }

+ 94 - 65
engine/src/desktop-fx/com/jme3/shadow/PssmShadowRenderer.java

@@ -29,7 +29,6 @@
  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  */
-
 package com.jme3.shadow;
 
 import com.jme3.material.Material;
@@ -57,36 +56,42 @@ import com.jme3.texture.Texture.ShadowCompareMode;
 import com.jme3.texture.Texture2D;
 import com.jme3.ui.Picture;
 
+/**
+ * PssmShadow renderer use Parrallel Split Shadow Mapping technique (pssm)<br>
+ * It splits the view frustum in several parts and compute a shadow map for each one.<br>
+ * splits are distributed so that the closer they are from the camera, the smaller they are to maximize the resolution used of the shadow map.<br>
+ * This result in a better quality shadow than standard shadow mapping.<br>
+ * for more informations on this read this http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html<br>
+ * 
+ * @author Rémy Bouquet aka Nehon
+ */
 public class PssmShadowRenderer implements SceneProcessor {
 
     /**
      * <code>FilterMode</code> specifies how shadows are filtered
      */
     public enum FilterMode {
+
         /**
          * Shadows are not filtered. Nearest sample is used, causing in blocky
          * shadows.
          */
         Nearest,
-
         /**
          * Bilinear filtering is used. Has the potential of being hardware
          * accelerated on some GPUs
          */
         Bilinear,
-
         /**
          * Dither-based sampling is used, very cheap but can look bad
          * at low resolutions.
          */
         Dither,
-
         /**
          * 4x4 percentage-closer filtering is used. Shadows will be smoother
          * at the cost of performance
          */
         PCF4,
-        
         /**
          * 8x8 percentage-closer  filtering is used. Shadows will be smoother
          * at the cost of performance
@@ -94,19 +99,21 @@ public class PssmShadowRenderer implements SceneProcessor {
         PCF8
     }
 
+    /**
+     * Specifies the shadow comparison mode 
+     */
     public enum CompareMode {
+
         /**
          * Shadow depth comparisons are done by using shader code
          */
         Software,
-
         /**
          * Shadow depth comparisons are done by using the GPU's dedicated
          * shadowing pipeline.
          */
         Hardware;
     }
-
     private int nbSplits = 3;
     private float lambda = 0.65f;
     private float shadowIntensity = 0.7f;
@@ -119,21 +126,17 @@ public class PssmShadowRenderer implements SceneProcessor {
     private Camera shadowCam;
     private Material preshadowMat;
     private Material postshadowMat;
-
     private GeometryList splitOccluders = new GeometryList(new OpaqueComparator());
     private Matrix4f[] lightViewProjectionsMatrices;
     private ColorRGBA splits;
     private float[] splitsArray;
     private boolean noOccluders = false;
-    
     private Vector3f direction = new Vector3f();
     private AssetManager assetManager;
     private boolean debug = false;
     private float edgesThickness = 1.0f;
-
     private FilterMode filterMode;
     private CompareMode compareMode;
-
     private Picture[] dispPic;
     private Vector3f[] points = new Vector3f[8];
 
@@ -154,26 +157,26 @@ public class PssmShadowRenderer implements SceneProcessor {
         dispPic = new Picture[nbSplits];
         lightViewProjectionsMatrices = new Matrix4f[nbSplits];
         splits = new ColorRGBA();
-        splitsArray = new float[nbSplits+1];
+        splitsArray = new float[nbSplits + 1];
 
         //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
-        dummyTex= new Texture2D(size, size, Format.RGBA8);
+        dummyTex = new Texture2D(size, size, Format.RGBA8);
 
-        preshadowMat  = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
+        preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
         postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadowPSSM.j3md");
 
         for (int i = 0; i < nbSplits; i++) {
             lightViewProjectionsMatrices[i] = new Matrix4f();
             shadowFB[i] = new FrameBuffer(size, size, 1);
             shadowMaps[i] = new Texture2D(size, size, Format.Depth);
-            
+
             shadowFB[i].setDepthTexture(shadowMaps[i]);
 
             //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
             shadowFB[i].setColorTexture(dummyTex);
 
             postshadowMat.setTexture("ShadowMap" + i, shadowMaps[i]);
-            
+
             //quads for debuging purpose
             dispPic[i] = new Picture("Picture" + i);
             dispPic[i].setTexture(manager, shadowMaps[i], false);
@@ -190,22 +193,28 @@ public class PssmShadowRenderer implements SceneProcessor {
         }
     }
 
-    public void setFilterMode(FilterMode filterMode){
-        if (filterMode == null)
+    /**
+     * Sets the filtering mode for shadow edges see {@link FilterMode} for more info
+     * @param filterMode 
+     */
+    public void setFilterMode(FilterMode filterMode) {
+        if (filterMode == null) {
             throw new NullPointerException();
+        }
 
-        if (this.filterMode == filterMode)
+        if (this.filterMode == filterMode) {
             return;
+        }
 
         this.filterMode = filterMode;
         postshadowMat.setInt("FilterMode", filterMode.ordinal());
         postshadowMat.setFloat("PCFEdge", edgesThickness);
-        if (compareMode == CompareMode.Hardware){
-            for (Texture2D shadowMap : shadowMaps){
-                if (filterMode == FilterMode.Bilinear){
+        if (compareMode == CompareMode.Hardware) {
+            for (Texture2D shadowMap : shadowMaps) {
+                if (filterMode == FilterMode.Bilinear) {
                     shadowMap.setMagFilter(MagFilter.Bilinear);
                     shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
-                }else{
+                } else {
                     shadowMap.setMagFilter(MagFilter.Nearest);
                     shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
                 }
@@ -213,25 +222,31 @@ public class PssmShadowRenderer implements SceneProcessor {
         }
     }
 
+    /**
+     * sets the shadow compare mode see {@link CompareMode} for more info
+     * @param compareMode 
+     */
     public void setCompareMode(CompareMode compareMode) {
-        if (compareMode == null)
+        if (compareMode == null) {
             throw new NullPointerException();
+        }
 
-        if (this.compareMode == compareMode)
+        if (this.compareMode == compareMode) {
             return;
+        }
 
         this.compareMode = compareMode;
-        for (Texture2D shadowMap : shadowMaps){
-            if (compareMode == CompareMode.Hardware){
+        for (Texture2D shadowMap : shadowMaps) {
+            if (compareMode == CompareMode.Hardware) {
                 shadowMap.setShadowCompareMode(ShadowCompareMode.LessOrEqual);
-                if (filterMode == FilterMode.Bilinear){
+                if (filterMode == FilterMode.Bilinear) {
                     shadowMap.setMagFilter(MagFilter.Bilinear);
                     shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
-                }else{
+                } else {
                     shadowMap.setMagFilter(MagFilter.Nearest);
                     shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
                 }
-            } else{
+            } else {
                 shadowMap.setShadowCompareMode(ShadowCompareMode.Off);
                 shadowMap.setMagFilter(MagFilter.Nearest);
                 shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
@@ -280,30 +295,40 @@ public class PssmShadowRenderer implements SceneProcessor {
         return viewPort != null;
     }
 
+    /**
+     * returns the light direction used by the processor
+     * @return 
+     */
     public Vector3f getDirection() {
         return direction;
     }
 
+    /**
+     * Sets the light direction to use to compute shadows
+     * @param direction 
+     */
     public void setDirection(Vector3f direction) {
         this.direction.set(direction).normalizeLocal();
     }
 
-    @SuppressWarnings("fallthrough") 
+    @SuppressWarnings("fallthrough")
     public void postQueue(RenderQueue rq) {
-        GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);        
-        if (occluders.size() == 0)
+        GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
+        if (occluders.size() == 0) {
             return;
+        }
 
         GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
-        if (receivers.size() == 0)
+        if (receivers.size() == 0) {
             return;
-        
+        }
+
         Camera viewCam = viewPort.getCamera();
 
         float zFar = zFarOverride;
         if (zFar == 0) {
-            zFar=viewCam.getFrustumFar();
-          // zFar = PssmShadowUtil.computeZFar(occluders, receivers, viewCam);
+            zFar = viewCam.getFrustumFar();
+            // zFar = PssmShadowUtil.computeZFar(occluders, receivers, viewCam);
         }
         //  System.out.println("Zfar : "+zFar);
         ShadowUtil.updateFrustumPoints(viewCam, viewCam.getFrustumNear(), zFar, 1.0f, points);
@@ -322,7 +347,7 @@ public class PssmShadowRenderer implements SceneProcessor {
         PssmShadowUtil.updateFrustumSplits(splitsArray, viewCam.getFrustumNear(), zFar, lambda);
 
 
-        switch (splitsArray.length){
+        switch (splitsArray.length) {
             case 5:
                 splits.a = splitsArray[4];
             case 4:
@@ -345,25 +370,7 @@ public class PssmShadowRenderer implements SceneProcessor {
             ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
 
             //Updating shadow cam with curent split frustra
-         //   if(cropShadows){
-                ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, splitOccluders);
-//            }else{
-//                ShadowUtil.updateShadowCamera(shadowCam, points);
-//            }           
-            //displaying the current splitted frustrum and the associated cropped light frustrums in wireframe.
-            //only for debuging purpose
-//            if (debug) {
-//                viewPort.attachScene(createFrustum(points, i));
-//                Vector3f[] pts = new Vector3f[8];
-//                for (int j = 0; j < pts.length; j++) {
-//                    pts[j] = new Vector3f();
-//                }
-//                ShadowUtil.updateFrustumPoints2(shadowCam, pts);
-//                viewPort.attachScene(createFrustum(pts, i));
-//                if (i == nbSplits-1) {
-//                    debug = false;
-//                }
-//            }
+            ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, splitOccluders);
 
             //saving light view projection matrix for this split
             lightViewProjectionsMatrices[i] = shadowCam.getViewProjectionMatrix().clone();
@@ -373,9 +380,7 @@ public class PssmShadowRenderer implements SceneProcessor {
             r.clearBuffers(false, true, false);
 
             // render shadow casters to shadow map
-            viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager,  shadowCam, true);
-            //viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, i == nbSplits - 1);
-            
+            viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
         }
         occluders.clear();
         //restore setting for future rendering
@@ -383,11 +388,11 @@ public class PssmShadowRenderer implements SceneProcessor {
         renderManager.setForcedMaterial(null);
         renderManager.setForcedTechnique(null);
         renderManager.setCamera(viewCam, false);
-        
+
     }
 
     //debug only : displays depth shadow maps
-    public void displayShadowMap(Renderer r) {
+    private void displayShadowMap(Renderer r) {
         Camera cam = viewPort.getCamera();
         renderManager.setCamera(cam, true);
         int h = cam.getHeight();
@@ -421,8 +426,9 @@ public class PssmShadowRenderer implements SceneProcessor {
             renderManager.setCamera(cam, false);
 
         }
-        if (debug)
+        if (debug) {
             displayShadowMap(renderManager.getRenderer());
+        }
     }
 
     public void preFrame(float tpf) {
@@ -434,6 +440,11 @@ public class PssmShadowRenderer implements SceneProcessor {
     public void reshape(ViewPort vp, int w, int h) {
     }
 
+    /**
+     * returns the labda parameter<br>
+     * see {@link setLambda(float lambda)}
+     * @return 
+     */
     public float getLambda() {
         return lambda;
     }
@@ -450,6 +461,11 @@ public class PssmShadowRenderer implements SceneProcessor {
         this.lambda = lambda;
     }
 
+    /**
+     * How far the shadows are rendered in the view
+     * see {@link setShadowZExtend(float zFar)}
+     * @return 
+     */
     public float getShadowZExtend() {
         return zFarOverride;
     }
@@ -463,6 +479,11 @@ public class PssmShadowRenderer implements SceneProcessor {
         this.zFarOverride = zFar;
     }
 
+    /**
+     * returns the shdaow intensity<br>
+     * see {@link setShadowIntensity(float shadowIntensity)}
+     * @return 
+     */
     public float getShadowIntensity() {
         return shadowIntensity;
     }
@@ -479,14 +500,22 @@ public class PssmShadowRenderer implements SceneProcessor {
         postshadowMat.setFloat("ShadowIntensity", shadowIntensity);
     }
 
+    /**
+     * returns the edges thickness <br>
+     * see {@link setEdgesThickness(int edgesThickness)}
+     * @return 
+     */
     public int getEdgesThickness() {
         return (int) (edgesThickness * 10);
     }
 
+    /**
+     * Stes the shadow edges thickness. default is 1, setting it to lower values can help to reduce the jagged effect of the shadow edges
+     * @param edgesThickness 
+     */
     public void setEdgesThickness(int edgesThickness) {
-        this.edgesThickness = Math.max(1, Math.min(edgesThickness,10));
+        this.edgesThickness = Math.max(1, Math.min(edgesThickness, 10));
         this.edgesThickness *= 0.1f;
         postshadowMat.setFloat("PCFEdge", edgesThickness);
     }
 }
-

+ 1 - 14
engine/src/desktop-fx/com/jme3/shadow/PssmShadowUtil.java

@@ -29,7 +29,6 @@
  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  */
-
 package com.jme3.shadow;
 
 import com.jme3.bounding.BoundingBox;
@@ -52,18 +51,6 @@ import static java.lang.Math.*;
  */
 public final class PssmShadowUtil {
 
-    public static void main(String[] args){
-        float[] splits = new float[5];
-        float[] splitsShader = new float[3];
-        updateFrustumSplits(splits, 1, 1000, 0.5f);
-        System.arraycopy(splits, 1, splitsShader, 0, splitsShader.length);
-        System.out.println(Arrays.toString(splitsShader));
-
-        for (int i = 0; i < splits.length-1; i++){
-            System.out.println(splits[i] + " - " + splits[i+1]);
-        }
-    }
-
     /**
      * Updates the frustum splits stores in <code>splits</code> using PSSM.
      */
@@ -86,7 +73,7 @@ public final class PssmShadowUtil {
      */
     public static float computeZFar(GeometryList occ, GeometryList recv, Camera cam) {
         Matrix4f mat = cam.getViewMatrix();
-        BoundingBox bbOcc  = ShadowUtil.computeUnionBound(occ, mat);
+        BoundingBox bbOcc = ShadowUtil.computeUnionBound(occ, mat);
         BoundingBox bbRecv = ShadowUtil.computeUnionBound(recv, mat);
 
         return min(max(bbOcc.getZExtent() - bbOcc.getCenter().z, bbRecv.getZExtent() - bbRecv.getCenter().z), cam.getFrustumFar());

+ 11 - 8
engine/src/desktop-fx/com/jme3/shadow/ShadowCamera.java

@@ -29,7 +29,6 @@
  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  */
-
 package com.jme3.shadow;
 
 import com.jme3.light.DirectionalLight;
@@ -38,14 +37,19 @@ import com.jme3.light.PointLight;
 import com.jme3.math.Vector3f;
 import com.jme3.renderer.Camera;
 
+/**
+ * Creates a camera according to a light
+ * Handy to compute projection matrix of a light
+ * @author Kirill Vainer
+ */
 public class ShadowCamera {
 
     private Vector3f[] points = new Vector3f[8];
     private Light target;
 
-    public ShadowCamera(Light target){
+    public ShadowCamera(Light target) {
         this.target = target;
-        for (int i = 0; i < points.length; i++){
+        for (int i = 0; i < points.length; i++) {
             points[i] = new Vector3f();
         }
     }
@@ -53,14 +57,14 @@ public class ShadowCamera {
     /**
      * Updates the camera view direction and position based on the light
      */
-    private void updateLightCamera(Camera lightCam){
-        if (target.getType() == Light.Type.Directional){
+    public void updateLightCamera(Camera lightCam) {
+        if (target.getType() == Light.Type.Directional) {
             DirectionalLight dl = (DirectionalLight) target;
             lightCam.setParallelProjection(true);
             lightCam.setLocation(Vector3f.ZERO);
-            lightCam.lookAtDirection(dl.getDirection(), Vector3f.UNIT_Y );
+            lightCam.lookAtDirection(dl.getDirection(), Vector3f.UNIT_Y);
             lightCam.setFrustum(-1, 1, -1, 1, 1, -1);
-        }else{
+        } else {
             PointLight pl = (PointLight) target;
             lightCam.setParallelProjection(false);
             lightCam.setLocation(pl.getPosition());
@@ -68,5 +72,4 @@ public class ShadowCamera {
             lightCam.setFrustumPerspective(45, 1, 1, 300);
         }
     }
-
 }

+ 79 - 87
engine/src/desktop-fx/com/jme3/shadow/ShadowUtil.java

@@ -29,12 +29,10 @@
  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  */
-
 package com.jme3.shadow;
 
 import com.jme3.bounding.BoundingBox;
 import com.jme3.bounding.BoundingVolume;
-import com.jme3.math.FastMath;
 import com.jme3.math.Matrix4f;
 import com.jme3.math.Transform;
 import com.jme3.math.Vector2f;
@@ -58,7 +56,12 @@ import static java.lang.Math.*;
  */
 public class ShadowUtil {
 
-    public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points){
+    /**
+     * Updates a points arrays with the frustum corners of the provided camera.
+     * @param viewCam
+     * @param points 
+     */
+    public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points) {
         int w = viewCam.getWidth();
         int h = viewCam.getHeight();
         float n = viewCam.getFrustumNear();
@@ -68,7 +71,7 @@ public class ShadowUtil {
         points[1].set(viewCam.getWorldCoordinates(new Vector2f(0, h), n));
         points[2].set(viewCam.getWorldCoordinates(new Vector2f(w, h), n));
         points[3].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), n));
-        
+
         points[4].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), f));
         points[5].set(viewCam.getWorldCoordinates(new Vector2f(0, h), f));
         points[6].set(viewCam.getWorldCoordinates(new Vector2f(w, h), f));
@@ -87,10 +90,10 @@ public class ShadowUtil {
      * @param farOverride
      */
     public static void updateFrustumPoints(Camera viewCam,
-                                           float nearOverride,
-                                           float farOverride,
-                                           float scale,
-                                           Vector3f[] points) {
+            float nearOverride,
+            float farOverride,
+            float scale,
+            Vector3f[] points) {
 
         Vector3f pos = viewCam.getLocation();
         Vector3f dir = viewCam.getDirection();
@@ -160,6 +163,12 @@ public class ShadowUtil {
         }
     }
 
+    /**
+     * Compute bounds of a geomList
+     * @param list
+     * @param transform
+     * @return 
+     */
     public static BoundingBox computeUnionBound(GeometryList list, Transform transform) {
         BoundingBox bbox = new BoundingBox();
         for (int i = 0; i < list.size(); i++) {
@@ -173,6 +182,12 @@ public class ShadowUtil {
         return bbox;
     }
 
+    /**
+     * Compute bounds of a geomList
+     * @param list
+     * @param mat
+     * @return 
+     */
     public static BoundingBox computeUnionBound(GeometryList list, Matrix4f mat) {
         BoundingBox bbox = new BoundingBox();
         BoundingVolume store = null;
@@ -187,6 +202,11 @@ public class ShadowUtil {
         return bbox;
     }
 
+    /**
+     * Computes the bounds of multiple bounding volumes
+     * @param bv
+     * @return 
+     */
     public static BoundingBox computeUnionBound(List<BoundingVolume> bv) {
         BoundingBox bbox = new BoundingBox();
         for (int i = 0; i < bv.size(); i++) {
@@ -196,6 +216,12 @@ public class ShadowUtil {
         return bbox;
     }
 
+    /**
+     * Compute bounds from an array of points
+     * @param pts
+     * @param transform
+     * @return 
+     */
     public static BoundingBox computeBoundForPoints(Vector3f[] pts, Transform transform) {
         Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
         Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
@@ -211,6 +237,12 @@ public class ShadowUtil {
         return new BoundingBox(center, extent.x, extent.y, extent.z);
     }
 
+    /**
+     * Compute bounds from an array of points
+     * @param pts
+     * @param mat
+     * @return 
+     */
     public static BoundingBox computeBoundForPoints(Vector3f[] pts, Matrix4f mat) {
         Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
         Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
@@ -228,16 +260,10 @@ public class ShadowUtil {
             max.maxLocal(temp);
         }
 
-//        min.x = FastMath.clamp(min.x, -1f, 1f);
-//        max.y = FastMath.clamp(max.y, -1f, 1f);
-//        min.x = FastMath.clamp(min.x, -1f, 1f);
-//        max.y = FastMath.clamp(max.y, -1f, 1f);
-
         Vector3f center = min.add(max).multLocal(0.5f);
         Vector3f extent = max.subtract(min).multLocal(0.5f);
         //Nehon 08/18/2010 : Added an offset to the extend to avoid banding artifacts when the frustum are aligned
-        return new BoundingBox(center, extent.x + 2.0f, extent.y + 2.0f, extent.z +2.5f);
-        //return new BoundingBox(center, extent.x, extent.y, extent.z);
+        return new BoundingBox(center, extent.x + 2.0f, extent.y + 2.0f, extent.z + 2.5f);
     }
 
     /**
@@ -248,7 +274,7 @@ public class ShadowUtil {
      * @param lightCam
      * @param points
      */
-    public static void updateShadowCamera(Camera shadowCam, Vector3f[] points){
+    public static void updateShadowCamera(Camera shadowCam, Vector3f[] points) {
         boolean ortho = shadowCam.isParallelProjection();
         shadowCam.setProjectionMatrix(null);
 
@@ -265,7 +291,7 @@ public class ShadowUtil {
 
         Vector3f splitMin = splitBB.getMin(null);
         Vector3f splitMax = splitBB.getMax(null);
-        
+
 //        splitMin.z = 0;
 
         // Create the crop matrix.
@@ -280,9 +306,9 @@ public class ShadowUtil {
         offsetZ = -splitMin.z * scaleZ;
 
         Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
-                                           0f, scaleY, 0f, offsetY,
-                                           0f, 0f, scaleZ, offsetZ,
-                                           0f, 0f, 0f, 1f);
+                0f, scaleY, 0f, offsetY,
+                0f, 0f, scaleZ, offsetZ,
+                0f, 0f, 0f, 1f);
 
 
         Matrix4f result = new Matrix4f();
@@ -302,9 +328,9 @@ public class ShadowUtil {
      * @param points
      */
     public static void updateShadowCamera(GeometryList occluders,
-                                          GeometryList receivers,
-                                          Camera shadowCam,
-                                          Vector3f[] points){
+            GeometryList receivers,
+            Camera shadowCam,
+            Vector3f[] points) {
         updateShadowCamera(occluders, receivers, shadowCam, points, null);
     }
 
@@ -318,51 +344,48 @@ public class ShadowUtil {
      * @param points
      */
     public static void updateShadowCamera(GeometryList occluders,
-                                          GeometryList receivers,
-                                          Camera shadowCam,
-                                          Vector3f[] points,
-                                          GeometryList splitOccluders){
+            GeometryList receivers,
+            Camera shadowCam,
+            Vector3f[] points,
+            GeometryList splitOccluders) {
 
         boolean ortho = shadowCam.isParallelProjection();
 
         shadowCam.setProjectionMatrix(null);
 
-        if (ortho){
+        if (ortho) {
             shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
-        }else{
+        } else {
             shadowCam.setFrustumPerspective(45, 1, 1, 150);
         }
 
-        // create transform to rotate points to viewspace
-        //Transform t = new Transform(shadowCam.getRotation());
+        // create transform to rotate points to viewspace        
         Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
 
-//        BoundingBox casterBB   = computeUnionBound(occluders, viewProjMatrix);
-//        BoundingBox receiverBB = computeUnionBound(receivers, viewProjMatrix);
-        BoundingBox splitBB    = computeBoundForPoints(points, viewProjMatrix);
+        BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
 
         ArrayList<BoundingVolume> visRecvList = new ArrayList<BoundingVolume>();
-        for (int i = 0; i < receivers.size(); i++){
+        for (int i = 0; i < receivers.size(); i++) {
             // convert bounding box to light's viewproj space
             Geometry receiver = receivers.get(i);
             BoundingVolume bv = receiver.getWorldBound();
             BoundingVolume recvBox = bv.transform(viewProjMatrix, null);
-            
-            if (splitBB.intersects(recvBox)){
+
+            if (splitBB.intersects(recvBox)) {
                 visRecvList.add(recvBox);
             }
         }
-        
+
         ArrayList<BoundingVolume> visOccList = new ArrayList<BoundingVolume>();
-        for (int i = 0; i < occluders.size(); i++){
+        for (int i = 0; i < occluders.size(); i++) {
             // convert bounding box to light's viewproj space
             Geometry occluder = occluders.get(i);
             BoundingVolume bv = occluder.getWorldBound();
             BoundingVolume occBox = bv.transform(viewProjMatrix, null);
 
             boolean intersects = splitBB.intersects(occBox);
-            if (!intersects && occBox instanceof BoundingBox){
-                BoundingBox occBB = (BoundingBox)occBox;
+            if (!intersects && occBox instanceof BoundingBox) {
+                BoundingBox occBB = (BoundingBox) occBox;
                 //Kirill 01/10/2011
                 // Extend the occluder further into the frustum
                 // This fixes shadow dissapearing issues when
@@ -371,26 +394,26 @@ public class ShadowUtil {
                 //      The number is in world units
                 occBB.setZExtent(occBB.getZExtent() + 50);
                 occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
-                if (splitBB.intersects(occBB)){
+                if (splitBB.intersects(occBB)) {
                     // To prevent extending the depth range too much
                     // We return the bound to its former shape
                     // Before adding it
                     occBB.setZExtent(occBB.getZExtent() - 50);
                     occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25));
                     visOccList.add(occBox);
-                    if(splitOccluders != null){
+                    if (splitOccluders != null) {
                         splitOccluders.add(occluder);
                     }
                 }
-            }else if (intersects){
+            } else if (intersects) {
                 visOccList.add(occBox);
-                if(splitOccluders != null){
+                if (splitOccluders != null) {
                     splitOccluders.add(occluder);
                 }
             }
         }
 
-        BoundingBox casterBB   = computeUnionBound(visOccList);
+        BoundingBox casterBB = computeUnionBound(visOccList);
         BoundingBox receiverBB = computeUnionBound(visRecvList);
 
         //Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
@@ -409,16 +432,12 @@ public class ShadowUtil {
         Vector3f splitMin = splitBB.getMin(null);
         Vector3f splitMax = splitBB.getMax(null);
 
-//        actualMin.x = FastMath.clamp(actualMin.x, -1, 1);
-//        actualMin.y = FastMath.clamp(actualMin.y, -1, 1);
-//        actualMax.x = FastMath.clamp(actualMax.x, -1, 1);
-//        actualMax.y = FastMath.clamp(actualMax.y, -1, 1);
-//        float far = actualMin.z + actualMax.z * 4 + 1.0f + 1.5f;
         splitMin.z = 0;
 
-        if (!ortho)
+        if (!ortho) {
             shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z);
-        
+        }
+
         Matrix4f projMatrix = shadowCam.getProjectionMatrix();
 
         Vector3f cropMin = new Vector3f();
@@ -434,11 +453,6 @@ public class ShadowUtil {
         cropMin.z = min(casterMin.z, splitMin.z);
         cropMax.z = min(receiverMax.z, splitMax.z);
 
-//        cropMin.set(splitMin);
-//        cropMax.set(splitMax);
-
-//        cropMin.z = Math.min(cropMin.z, cropMax.z - cropMin.z - 1000);
-//        cropMin.z = Math.max(10f, cropMin.z);
 
         // Create the crop matrix.
         float scaleX, scaleY, scaleZ;
@@ -446,48 +460,26 @@ public class ShadowUtil {
 
         scaleX = (2.0f) / (cropMax.x - cropMin.x);
         scaleY = (2.0f) / (cropMax.y - cropMin.y);
-        
+
         offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX;
         offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY;
 
         scaleZ = 1.0f / (cropMax.z - cropMin.z);
         offsetZ = -cropMin.z * scaleZ;
 
-//        scaleZ = 2.0f / (cropMax.z - cropMin.z);
-//        offsetZ = -0.5f * (cropMax.z + cropMin.z) * scaleZ;
 
-        Matrix4f cropMatrix = new Matrix4f(scaleX,  0f,      0f,      offsetX,
-                                           0f,      scaleY,  0f,      offsetY,
-                                           0f,      0f,      scaleZ,  offsetZ,
-                                           0f,      0f,      0f,      1f);
 
-//        cropMatrix.transposeLocal();
-//        Matrix4f cropMatrix = new Matrix4f();
-//        cropMatrix.setScale(new Vector3f(scaleX, scaleY, 1f));
-//        cropMatrix.setTranslation(offsetX, offsetY, 0);
+        Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
+                0f, scaleY, 0f, offsetY,
+                0f, 0f, scaleZ, offsetZ,
+                0f, 0f, 0f, 1f);
+
 
         Matrix4f result = new Matrix4f();
         result.set(cropMatrix);
         result.multLocal(projMatrix);
-//        result.set(projMatrix);
-//        result.multLocal(cropMatrix);
-        shadowCam.setProjectionMatrix(result);
-
-//        shadowCam.setFrustum(cropMin.z, cropMax.z, // near, far
-//                             cropMin.x, cropMax.x, // left, right
-//                             cropMax.y, cropMin.y); // top, bottom
 
-        // compute size and center of final frustum
-        //float sizeX   = (max.x - min.x) / 2f;
-        //float sizeY   = (max.y - min.y) / 2f;
-        //float offsetX = (max.x + min.x) / -2f;
-        //float offsetY = (max.y + min.y) / -2f;
-
-        // compute center for frustum
-        //temp.set(offsetX, offsetY, 0);
-        //invRot.mult(temp, temp);
+        shadowCam.setProjectionMatrix(result);
 
-        //shadowCam.setLocation(temp);
-        //shadowCam.setFrustum(min.z, max.z, -sizeX, sizeX, sizeY, -sizeY);
     }
 }